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https://github.com/vcmi/vcmi.git
synced 2025-01-26 03:52:01 +02:00
Merge pull request #2289 from IvanSavenko/resolution_fixes
Fix issues with changing game resolution
This commit is contained in:
commit
78415c573b
@ -449,19 +449,6 @@ void playIntro()
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static void mainLoop()
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{
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SettingsListener resChanged = settings.listen["video"]["resolution"];
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SettingsListener fsChanged = settings.listen["video"]["fullscreen"];
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auto functor = [](const JsonNode &newState){
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GH.dispatchMainThread([](){
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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GH.onScreenResize();
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});
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};
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resChanged(functor);
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fsChanged(functor);
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inGuiThread.reset(new bool(true));
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while(1) //main SDL events loop
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@ -10,13 +10,10 @@
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#pragma once
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struct SDL_Texture;
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struct SDL_Window;
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struct SDL_Renderer;
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struct SDL_Surface;
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extern SDL_Texture * screenTexture;
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extern SDL_Window * mainWindow;
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extern SDL_Renderer * mainRenderer;
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extern SDL_Surface *screen; // main screen surface
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@ -121,6 +121,8 @@ void InputHandler::preprocessEvent(const SDL_Event & ev)
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{
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Settings full = settings.write["video"]["fullscreen"];
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full->Bool() = !full->Bool();
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GH.onScreenResize();
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return;
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}
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else if(ev.type == SDL_USEREVENT)
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@ -14,20 +14,17 @@
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#include "../CMT.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/EventDispatcher.h"
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#include "../render/IScreenHandler.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../../lib/Rect.h"
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#include <SDL_events.h>
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#include <SDL_render.h>
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#ifdef VCMI_APPLE
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# include <dispatch/dispatch.h>
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#endif
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#ifdef VCMI_IOS
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# include "ios/utils.h"
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#endif
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void InputSourceText::handleEventTextInput(const SDL_TextInputEvent & text)
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{
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GH.events().dispatchTextInput(text.text);
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@ -40,30 +37,15 @@ void InputSourceText::handleEventTextEditing(const SDL_TextEditingEvent & text)
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void InputSourceText::startTextInput(const Rect & whereInput)
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{
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#ifdef VCMI_APPLE
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dispatch_async(dispatch_get_main_queue(), ^{
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#endif
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// TODO ios: looks like SDL bug actually, try fixing there
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auto renderer = SDL_GetRenderer(mainWindow);
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float scaleX, scaleY;
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SDL_Rect viewport;
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SDL_RenderGetScale(renderer, &scaleX, &scaleY);
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SDL_RenderGetViewport(renderer, &viewport);
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Rect rectInScreenCoordinates = GH.screenHandler().convertLogicalPointsToWindow(whereInput);
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SDL_Rect textInputRect = CSDL_Ext::toSDL(rectInScreenCoordinates);
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#ifdef VCMI_IOS
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const auto nativeScale = iOS_utils::screenScale();
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scaleX /= nativeScale;
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scaleY /= nativeScale;
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#endif
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SDL_Rect rectInScreenCoordinates;
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rectInScreenCoordinates.x = (viewport.x + whereInput.x) * scaleX;
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rectInScreenCoordinates.y = (viewport.y + whereInput.y) * scaleY;
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rectInScreenCoordinates.w = whereInput.w * scaleX;
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rectInScreenCoordinates.h = whereInput.h * scaleY;
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SDL_SetTextInputRect(&rectInScreenCoordinates);
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SDL_SetTextInputRect(&textInputRect);
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if (SDL_IsTextInputActive() == SDL_FALSE)
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{
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@ -12,6 +12,7 @@
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VCMI_LIB_NAMESPACE_BEGIN
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class Point;
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class Rect;
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VCMI_LIB_NAMESPACE_END
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class IScreenHandler
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@ -33,4 +34,7 @@ public:
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/// Returns <min, max> range of possible values for screen scaling percentage
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virtual std::tuple<int, int> getSupportedScalingRange() const = 0;
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/// Converts provided rect from logical coordinates into coordinates within window, accounting for scaling and viewport
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virtual Rect convertLogicalPointsToWindow(const Rect & input) const = 0;
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};
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@ -22,10 +22,14 @@
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#include "../lib/CAndroidVMHelper.h"
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#endif
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#ifdef VCMI_IOS
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# include "ios/utils.h"
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#endif
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#include <SDL.h>
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// TODO: should be made into a private members of ScreenHandler
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SDL_Window * mainWindow = nullptr;
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static SDL_Window * mainWindow = nullptr;
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SDL_Renderer * mainRenderer = nullptr;
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SDL_Texture * screenTexture = nullptr;
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SDL_Surface * screen = nullptr; //main screen surface
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@ -42,28 +46,70 @@ std::tuple<int, int> ScreenHandler::getSupportedScalingRange() const
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// arbitrary limit on *downscaling*. Allow some downscaling, if requested by user. Should be generally limited to 100+ for all but few devices
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static const double minimalScaling = 50;
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Point renderResolution = getPreferredRenderingResolution();
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double maximalScalingWidth = 100.0 * renderResolution.x / minResolution.x;
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double maximalScalingHeight = 100.0 * renderResolution.y / minResolution.y;
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Point renderResolution = getActualRenderResolution();
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double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
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Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
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double maximalScalingWidth = 100.0 * availableResolution.x / minResolution.x;
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double maximalScalingHeight = 100.0 * availableResolution.y / minResolution.y;
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double maximalScaling = std::min(maximalScalingWidth, maximalScalingHeight);
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return { minimalScaling, maximalScaling };
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}
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Rect ScreenHandler::convertLogicalPointsToWindow(const Rect & input) const
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{
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Rect result;
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// FIXME: use SDL_RenderLogicalToWindow instead? Needs to be tested on ios
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float scaleX, scaleY;
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SDL_Rect viewport;
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SDL_RenderGetScale(mainRenderer, &scaleX, &scaleY);
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SDL_RenderGetViewport(mainRenderer, &viewport);
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#ifdef VCMI_IOS
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// TODO ios: looks like SDL bug actually, try fixing there
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const auto nativeScale = iOS_utils::screenScale();
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scaleX /= nativeScale;
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scaleY /= nativeScale;
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#endif
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result.x = (viewport.x + input.x) * scaleX;
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result.y = (viewport.y + input.y) * scaleY;
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result.w = input.w * scaleX;
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result.h = input.h * scaleY;
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return result;
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}
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Point ScreenHandler::getPreferredLogicalResolution() const
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{
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Point renderResolution = getPreferredRenderingResolution();
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Point renderResolution = getActualRenderResolution();
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double reservedAreaWidth = settings["video"]["reservedWidth"].Float();
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Point availableResolution = Point(renderResolution.x * (1 - reservedAreaWidth), renderResolution.y);
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auto [minimalScaling, maximalScaling] = getSupportedScalingRange();
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int userScaling = settings["video"]["resolution"]["scaling"].Integer();
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int scaling = std::clamp(userScaling, minimalScaling, maximalScaling);
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Point logicalResolution = renderResolution * 100.0 / scaling;
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Point logicalResolution = availableResolution * 100.0 / scaling;
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return logicalResolution;
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}
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Point ScreenHandler::getPreferredRenderingResolution() const
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Point ScreenHandler::getActualRenderResolution() const
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{
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assert(mainRenderer != nullptr);
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Point result;
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SDL_GetRendererOutputSize(mainRenderer, &result.x, &result.y);
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return result;
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}
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Point ScreenHandler::getPreferredWindowResolution() const
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{
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if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_BORDERLESS_WINDOWED)
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{
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@ -178,11 +224,14 @@ void ScreenHandler::updateWindowState()
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{
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case EWindowMode::FULLSCREEN_EXCLUSIVE:
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{
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// for some reason, VCMI fails to switch from FULLSCREEN_BORDERLESS_WINDOWED to FULLSCREEN_EXCLUSIVE directly
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// Switch to windowed mode first to avoid this bug
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SDL_SetWindowFullscreen(mainWindow, 0);
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SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
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SDL_DisplayMode mode;
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SDL_GetDesktopDisplayMode(displayIndex, &mode);
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Point resolution = getPreferredRenderingResolution();
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Point resolution = getPreferredWindowResolution();
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mode.w = resolution.x;
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mode.h = resolution.y;
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@ -200,7 +249,7 @@ void ScreenHandler::updateWindowState()
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}
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case EWindowMode::WINDOWED:
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{
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Point resolution = getPreferredRenderingResolution();
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Point resolution = getPreferredWindowResolution();
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SDL_SetWindowFullscreen(mainWindow, 0);
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SDL_SetWindowSize(mainWindow, resolution.x, resolution.y);
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SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
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@ -290,7 +339,7 @@ SDL_Window * ScreenHandler::createWindowImpl(Point dimensions, int flags, bool c
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SDL_Window * ScreenHandler::createWindow()
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{
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#ifndef VCMI_MOBILE
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Point dimensions = getPreferredRenderingResolution();
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Point dimensions = getPreferredWindowResolution();
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switch(getPreferredWindowMode())
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{
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@ -350,7 +399,7 @@ void ScreenHandler::validateSettings()
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{
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//we only check that our desired window size fits on screen
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int displayIndex = getPreferredDisplayIndex();
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Point resolution = getPreferredRenderingResolution();
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Point resolution = getPreferredWindowResolution();
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SDL_DisplayMode mode;
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@ -368,7 +417,7 @@ void ScreenHandler::validateSettings()
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if (getPreferredWindowMode() == EWindowMode::FULLSCREEN_EXCLUSIVE)
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{
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auto legalOptions = getSupportedResolutions();
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Point selectedResolution = getPreferredRenderingResolution();
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Point selectedResolution = getPreferredWindowResolution();
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if(!vstd::contains(legalOptions, selectedResolution))
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{
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@ -30,14 +30,17 @@ enum class EWindowMode
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};
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/// This class is responsible for management of game window and its main rendering surface
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class ScreenHandler : public IScreenHandler
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class ScreenHandler final : public IScreenHandler
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{
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/// Dimensions of target surfaces/textures, this value is what game logic views as screen size
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Point getPreferredLogicalResolution() const;
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/// Dimensions of output window, if different from logicalResolution SDL will perform scaling
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/// This value is what player views as window size
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Point getPreferredRenderingResolution() const;
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Point getPreferredWindowResolution() const;
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/// Dimensions of render output, usually same as window size except for high-DPI screens on macOS / iOS
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Point getActualRenderResolution() const;
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EWindowMode getPreferredWindowMode() const;
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@ -86,4 +89,5 @@ public:
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std::vector<Point> getSupportedResolutions() const final;
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std::vector<Point> getSupportedResolutions(int displayIndex) const;
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std::tuple<int, int> getSupportedScalingRange() const final;
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Rect convertLogicalPointsToWindow(const Rect & input) const final;
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};
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@ -331,11 +331,16 @@ void CToggleBase::setEnabled(bool enabled)
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// for overrides
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}
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void CToggleBase::setSelectedSilent(bool on)
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{
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selected = on;
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doSelect(on);
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}
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void CToggleBase::setSelected(bool on)
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{
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bool changed = (on != selected);
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selected = on;
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doSelect(on);
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setSelectedSilent(on);
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if (changed)
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callback(on);
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}
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@ -136,6 +136,9 @@ public:
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/// Changes selection to "on", and calls callback
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void setSelected(bool on);
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/// Changes selection to "on" without calling callback
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void setSelectedSilent(bool on);
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void addCallback(std::function<void(bool)> callback);
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/// Set whether the toggle is currently enabled for user to use, this is only inplemented in ToggleButton, not for other toggles yet.
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@ -277,10 +277,18 @@ void GeneralOptionsTab::setGameResolution(int index)
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gameRes["height"].Float() = resolution.y;
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widget<CLabel>("resolutionLabel")->setText(resolutionToLabelString(resolution.x, resolution.y));
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GH.dispatchMainThread([](){
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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GH.onScreenResize();
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});
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}
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void GeneralOptionsTab::setFullscreenMode(bool on, bool exclusive)
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{
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if (on == settings["video"]["fullscreen"].Bool() && exclusive == settings["video"]["realFullscreen"].Bool())
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return;
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setBoolSetting("video", "realFullscreen", exclusive);
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setBoolSetting("video", "fullscreen", on);
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@ -288,12 +296,17 @@ void GeneralOptionsTab::setFullscreenMode(bool on, bool exclusive)
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std::shared_ptr<CToggleButton> fullscreenBorderlessCheckbox = widget<CToggleButton>("fullscreenBorderlessCheckbox");
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if (fullscreenBorderlessCheckbox)
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fullscreenBorderlessCheckbox->setSelected(on && !exclusive);
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fullscreenBorderlessCheckbox->setSelectedSilent(on && !exclusive);
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if (fullscreenExclusiveCheckbox)
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fullscreenExclusiveCheckbox->setSelected(on && exclusive);
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fullscreenExclusiveCheckbox->setSelectedSilent(on && exclusive);
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updateResolutionSelector();
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GH.dispatchMainThread([](){
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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GH.onScreenResize();
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});
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}
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void GeneralOptionsTab::selectGameScaling()
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@ -109,13 +109,14 @@
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"additionalProperties" : false,
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"default" : {},
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"required" : [
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"resolution",
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"fullscreen",
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"realFullscreen",
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"cursor",
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"showIntro",
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"spellbookAnimation",
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"driver",
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"resolution",
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"reservedWidth",
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"fullscreen",
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"realFullscreen",
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"cursor",
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"showIntro",
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"spellbookAnimation",
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"driver",
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"displayIndex",
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"showfps",
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"targetfps"
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@ -134,6 +135,11 @@
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"defaultAndroid" : {"width" : 800, "height" : 600, "scaling" : 200 },
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"default" : {"width" : 800, "height" : 600, "scaling" : 100 }
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},
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"reservedWidth" : {
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"type" : "number",
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"defaultIOS" : 0.1, // iOS camera cutout / notch is excluded from available area by SDL
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"default" : 0
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},
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"fullscreen" : {
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"type" : "boolean",
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"default" : false
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